Detailed Description

The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

Ambient is the color that is emitted by an object without any other light source.

Diffuse is the color that is emitted for rought surface reflections with the lights.

Specular is the color emitted for shiny surface reflections with the lights.

The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

Property Documentation

alphaBlending : bool

Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.